Archive for Other Dust

Skewmen

Posted in Game Rules, Minimalist with tags , , , , on 24-May-13 by K-Slacker

This creature is swiped from Other Dust by Sine Nomine. You can check out my earlier review for the game.

UPDATED 08-Sep-13: I’ve swiped the Harvestman from Savage AfterWorld because the picture is so creepy.

Skewman

A particularly nasty mutant flaw leaves Skewmen with strangely-jointed limbs and a great difficulty in standing upright. Furry pelts, scales, and other cosmetic epidermal changes are often experienced as well.

Skewmen are forced to creep and scrabble through the wastes, reliant on crude clubbing weapons that can handle the abuse of their locomotion.

Most Skewman tribes hate the “upright”, and blame them for their twisted condition, crediting their evil ways with bringing the curse down upon the innocent ancestors of the Skewmen.

Here are their game stats:

Skewman (#Enc 2d6): HD 1d8, AC 8, MV 6″, SV +1, club (melee Atk +1, 1d6) or rocks (ranged Atk -1, 1d4), 75 XP. Aberrant deformity.

Individual Skewmen often possess additional mutations (thick hide and scaly armour being the most common; 3-in-6 chance). Some also have the ability to scale walls like a gecko (6″ climb speed; 2-in-6 chance).

Skewmen tribes may number up to 4d10 individuals. Some groups make a point of enslaving the “upright”, committing gruesome surgical atrocities on these wretched prisoners in order to leave them more like their captors.



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Negative Conditions

Posted in Game Rules, Minimalist with tags , , , on 13-Apr-13 by K-Slacker

This is a rule that I’m swiping from the Other Dust RPG, from Sine Nomine. Check out my earlier review for the game.

Characters can become subject to negative conditions such as Hungry, Thirsty, Sickened, or worse. Conditions are added based on the privations or injuries that your character faces, and can usually be removed by correcting whatever affliction brought the condition in the first place.

Most conditions have only one real mechanical consequence; each one applies a –2 penalty to d20 checks (attack rolls, adventuring feats, and saving throws). The penalties stack, so multiple conditions can reduce the mightiest character to a tottering wreck. A given condition only applies once – you cannot be Hungry twice, for example, though you might be Hungry and Starving both.

A few conditions are special, however. These special conditions do not apply the usual penalties to d20 checks and only affect a character as given in their description:

Incapacitated: A character who has been Incapacitated (by being reduced to 0 hit points) recovers only 1 hp per day until fully healed. The character may suffer from additional negative conditions as well – broken ribs, burns, or other injuries – which will apply the usual penalty and remain until all damage is healed.

Blinded: A creature who cannot see automatically fails all vision-based tasks. Attack rolls against a blinded creature have advantage, and the creature’s attack rolls have disadvantage.

Deafened: A creature who cannot hear suffers a –1 penalty to initiative and is more likely to be surprised (opponents gain advantage on surprise Skill checks).

Fatigue & Exhaustion: Fatigue inflicts a –2 penalty on all all combat rolls, saving throws, and adventuring feats until the PC rests for 1 turn (or for a full evening if the fatigue is from lack of sleep or a forced march). A character who is fatigued a second time becomes exhausted instead and suffers disadvantage on all d20 checks.

Stunned: A Stunned character is incapable of movement and can take no actions, but is not helpless. Opponents gain advantage on attacks against a Stunned target, but must still make a roll to hit.

Paralyzed: This condition ‘freezes’ a character, who can do nothing and is helpless. An enemy who spends a full round lining up a shot will automatically hit a Paralyzed foe and reduce him to zero hit points.

RPG Review – Other Dust

Posted in Book/Game Review with tags , , on 08-Apr-13 by K-Slacker

Other Dust

I’m not that great at reading book-length RPG supplements on the computer (or tablet). I usually skim them, but miss the interesting bits.

On a related note, I finally printed out Sine Nomine‘s Other Dust supplement last weekend. I can’t recall when I actually picked up the PDF, but the datestamp is from July ’12. I don’t remember it from last summer, but I’m sure giving it a good read now.

It bills itself as a sandbox guide for “roleplaying after the end” and is inspired by the “classic role-playing games of the seventies and early eighties”. Both statements are accurate.

Read on for a review, as well as a preview of how I’m planning on swiping stuff for Tempora Mutantur



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